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OStim Drunk Redux — Now Available




When alcohol lowers inhibitions, Skyrim gets a little more unpredictable. OStim Drunk Redux brings a rebuilt, smoother, and more immersive drunken interaction system to your game.


Get your character drunk at the tavern and the world reacts: NPCs notice, approach, flirt, and things can escalate — with persuasion, intimidation, and drugged-drink outcomes all wired straight into OStim scenes. All the systems: the full drunk effect system, approach events, dialogue trees, repeat-offender behavior, and the complete MCM.

OStim Drunk Redux is a rebuilt and expanded take on the original concept, designed to make drunken interactions feel more dynamic, immersive, and reliable inside Skyrim.

 

This version focuses on smoother integration with OStim, improved scene handling, clearer role behavior, and a more stable experience during gameplay. Whether your character is the one in control or the one losing it, the system is built to make those moments feel more natural instead of clunky or random.

 

What’s included:

 

This is not just a small update—it’s a proper Redux, rebuilt around a cleaner foundation.

*Requirements*

- OStim Standalone (and its requirements)

- PapyrusUtil

- powerofthree's Papyrus Extender

- SkyUI

 

 

*Beta notes*

This is a beta — the conversion is code-complete but still being playtested. If you try it, I'd love reports on: approach start triggering, scene-end callback, MCM settings sticking, and repeat-offender behavior.

Thank you to everyone supporting the project. Your support makes it possible to keep improving, testing, and expanding these mods.


What's New in Version 1.2.0

Released

What's new:

  • Blackout at the top of the scale — drink to stage 4 and the night ends without asking you. Fade out, five to nine hours gone, and you wake up somewhere else in Skyrim with your clothes off and your purse lighter.

  • It takes coin, and only coin — 40 to 80% of your gold. Your gear stays. A blackout that eats quest items and irreplaceable enchanted pieces doesn't make a story, it ends a save.

  • Two shapes, roughly even odds — either you wake up lost and far from where you were drinking, or you black out first and come to in the room you drank in, with one to four people already there. When that finishes, you go under again — and then you wake up lost.

  • You wake up hungover, not new — the scale drops to 1, not to 0. The morning still belongs to the night before.

  • It waits for the scene to finish. Passing out mid-scene used to mean a teleport out of a live animation, with the scene orphaned and the character stuck. It now holds until the scene closes, and gives up quietly if it can't.

  • Drunk harassment animations are reachable. SLHH has always carried a separate set for a drunk victim; the mod was simply knocking on the wrong door. Past stage 3 it now sends the right signal. Not a line of SLHH was touched — the animations were already there, paired and working, just unreachable from here.

  • Every blackout announces itself (ODrunk_Blackout_v1), so other mods can hang their own consequences on your worst night without depending on this one.

  • Second night in a row won't chain — one per in-game day, and a save made mid-blackout can no longer leave you stuck in it forever.



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